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1.
Learner-controlled instruction is often found to be less effective for learning than fixed or adaptive system-controlled instruction. One possible reason for that finding is that students – especially novices – might not able to accurately assess their own performance and select tasks that fit their learning needs. Therefore, this explorative study investigated the differences in self-assessment and task-selection processes between effective and ineffective learners (i.e., in terms of learning gains) studying in a learner-controlled instructional environment. Results indicated that although effective learners could more accurately assess their own performance than ineffective learners, they used the same task aspects to select learning tasks. For effective learners, who were also more accurate self-assessors, the self-assessment criteria predicted subsequent task selection. The results are discussed, particularly with regard to their potential to provide guidelines for the design of a self-assessment and task-selection training.  相似文献   

2.
This paper presents a research study carried out to support and structure virtual interaction among university students that may trigger collaborative knowledge construction in the Web, supported by a CSCL system called KnowCat. Three characteristics of the KnowCat system are relevant to our educational purpose: firstly, students can share and consult their documents, enabling them to find out how their classmates have accomplished a specific task; secondly, students can express their opinion about any document in the system. These opinions have been used in our study as explicit assistance, or scaffold, which one student gives another in order to improve his/her work. Thirdly, the KnowCat system supports students with coordinating their perspectives on specific knowledge through a mechanism called Knowledge Crystallisation, which organises community knowledge as a result of their participants’ interactions.  相似文献   

3.
This study investigated computer assisted (CAL) foreign language abstract word learning. A total of 13 commonly encountered abstract words at the elementary school level were chosen to be studied in the abstract word learning system. According to the theories in CAL, the abstract word learning system was designed to provide context for language learning as well as flexibility in learning time, paths, and modes. A total of 38 sixth graders engaged in learning with the system. It was found that students learning with the system learned significantly more abstract words than students in regular language learning class. This paper also provides suggestions for further improvements in the CAL system used in this study.  相似文献   

4.
A path model was used to test the unique and interactive effects of cognitive and motivational variables when learning in a supportive online learning system, Collaborative Inquiry System (CIS). In this student-centered learning environment, students interact with computer simulations and are assisted by online scaffolds intended to help them learn complex scientific concepts. The present study also explored the relationships between students’ motivational, cognitive, and metacognitive strategy use and online performance. In total, 178 tenth-grade students participated in the study. The statistical analyses revealed that students’ learning goals and cognitive preferences predicted metacognitive strategy use and later influenced their performance. Prior knowledge is a predictor of neither metacognitive strategy use nor learning goals and need for cognition, but is nevertheless an important determinant of online performance. Discussions on how to accommodate the different needs of students with varying levels of prior knowledge, goal orientation, and cognitive preference in a supportive learning system are provided based on the results.  相似文献   

5.
Hypothesis development is a complex cognitive activity, but one that is critical as a means of reducing uncertainty during ill-structured problem solving. In this study, we examined the effect of metacognitive scaffolds in strengthening hypothesis development. We also examined the influence of hypothesis development on young adolescents’ problem-solving performance. Data was collected from sixth-grade students (N = 172) using a computer-supported problem-based learning environment, Animal Investigator. The findings of the study indicated that participants using metacognitive scaffolds developed significantly better hypotheses and that hypothesis-development performance was predictive of solution-development performance. This article discusses further educational implications of the findings and future research.  相似文献   

6.
Research involving gifted and grade-level students has shown that they display differences in their knowledge of self-regulatory strategies. However, little research exists regarding whether these students differ in their actual use of these strategies. This study aimed to address this question by examining think-aloud data collected from 98 gifted and grade-level students engaging in a complex learning task: utilizing a hypermedia environment to learn about the circulatory system. We also examined both declarative knowledge and mental model measures of learning to determine whether these groups differed in their actual performance. Our results show that gifted students did outperform grade-level students in all outcome measures. In addition, gifted students more often utilized more sophisticated self-regulatory strategies (e.g. coordinating informational sources) than grade-level students. Grade-level students were more likely to use less effective strategies that are less likely to promote the acquisition of knowledge (e.g. mnemonics). Recommendations for future intervention studies are based upon these findings.  相似文献   

7.
Massively multiple online role-playing games (MMORPGs) are very popular among students. Educational MMORPGs, however, are very rare, as are studies on gamers’ behavioral patterns during such games. The current study is an empirical observation and analysis of the behavioral patterns of 100 gamers participating in an educational MMORPG called Talking Island©. In our study, we recorded and summarized the gaming behaviors demonstrated by these participants over 335 days of observation from December 2009 to October 2010. We coded the recorded behaviors and conducted a frequency analysis, sequential analysis and cluster analysis to explore the behavioral distributions, behavioral-frequency transition and behavior-cluster patterns in the MMORPG. Gender differences in behavioral patterns were also compared and discussed. Based on the results, we discuss the potential and limitations of the game and provide suggestions for future research on and the development of educational MMORPGs.  相似文献   

8.
This study compared the impact of three different facilitation approaches on elementary teacher candidates’ interactions in an asynchronous discussion board as well as their satisfaction with an online educational technology course. These participants were enrolled in three different sections of the same online course. In the first section (Group 1), the instructor responded to each student’s initial message regarding the discussion question and then required students to respond to at least two of their classmates’ postings. In the second section (Group 2), the instructor responded to each student’s initial message to the discussion question, but did not require students to respond to other classmates’ postings. Instead, it was the student’s voluntary choice. In the third group (Group 3), the instructor did not respond to each student’s initial message on the discussion question, but required students to respond to at least two classmates’ postings. Data were analyzed both quantitatively and qualitatively, by using ANOVA, social networking analysis (SNA) and content analysis. The results indicated that in Group 2, voluntary interactions among students rarely occurred, resulting in the instructor primarily providing feedback to the students, with a low number of cues for social presence. In comparing Groups 1 and 3, when students were required to respond to one another, too much instructor intervention did not lead to more interactions among the students. Rather, when the instructor’s intervention was minimal, students tended to more freely express their thoughts and opinions, with a large number of cues for social presence. However, more interactions among students, occurring in a required setting, may not have correlated with student satisfaction with the online course ratings and the instructors’ ratings.  相似文献   

9.
Researchers and educators continue to explore how to assist students in the acquisition of conceptual understanding of complex science topics. While hypermedia learning environments (HLEs) afford unique opportunities to display multiple representations of these often abstract topics, students who do not engage in self-regulated learning (SRL) with HLEs often fail to achieve conceptual understanding. There is a lack of research regarding how student characteristics, such as prior knowledge and students’ implicit theory of intelligence (ITI), interact with SRL to influence academic performance. In this study, structural equation modeling was used to investigate these issues. It was found that prior knowledge and ITI were related to SRL and performance, and that SRL acted as a benevolent moderator, enhancing the positive effects of prior knowledge upon learning, and diminishing the negative effects of having a maladaptive ITI.  相似文献   

10.
Adaptive Educational Hypermedia Systems aim to increase the functionality of hypermedia by making it personalised to individual learners. The adaptive dimension of these systems mainly supports knowledge communication between the system and the learner by adapting the content or the appearance of hypermedia to the knowledge level, goals and other characteristics of each learner. The main objectives are to protect learners from cognitive overload and disorientation by supporting them to find the most relevant content and path in the hyperspace. In the approach presented in this paper, learners' knowledge level and individual traits are used as valuable information to represent learners' current state and personalise the educational system accordingly, in order to facilitate learners to achieve their personal learning goals and objectives. Learners' knowledge level is approached through a qualitative model of the level of performance that learners exhibit with respect to the concepts they study and is used to adapt the lesson contents and the navigation support. Learners' individual traits and especially their learning style represent the way learners perceive and process information, and are exploited to adapt the presentation of the educational material of a lesson. The proposed approach has been implemented through various adaptation technologies and incorporated into a prototype hypermedia system. Finally, a pilot study has been conducted to investigate system's educational effectiveness.  相似文献   

11.
The purpose of this study was to examine the effects of an Online Learning Community (OLC) on active and reflective learners’ learning performance and attitude in a face-to-face undergraduate digital design course. 814 freshmen in an introductory digital design course were randomly assigned to one of two treatments: one offered students an OLC, which required students to discuss their assignments and readings online and participate in certain online learning activities; the other one did not offer the OLC (NC: no online learning community), but required involving students in face-to-face discussion. Individual students’ learning styles were measured using Felder and Solomon’s Index of Learning Styles Questionnaire. Results indicated that both active and reflective learners in the OLC intervention performed significantly better than those who were in the NC intervention. Results also indicated that active learners performed significantly better than reflective learners in the NC intervention; however, reflective learners performed significantly better than active learners in the OLC intervention. No significant difference between active and reflective learners’ attitudes was found. These findings indicated that OLC might be an effective means for improving both active and reflective learners’ learning performance and attitudes; however, its effects on active learners might not be as great as on reflective learners.  相似文献   

12.
This study provides field research evidence on the efficiency of a “free-selection” peer review assignment protocol as compared to the typically implemented “assigned-pair” protocol. The study employed 54 sophomore students who were randomly assigned into three groups: Assigned-Pair (AP) (the teacher assigns student works for review to student pairs), Free-Selection (FS) (students are allowed to freely explore and select peer work for review), and No Review (NR) (control group). AP and FS student groups studied and reviewed peer work in the domain of Computer Networking, supported by a web-based environment designed to facilitate the two peer review protocols. Our results indicate that students following the Free Selection protocol demonstrate (a) better domain learning outcomes, and (b) better reviewer skills, compared to the AP condition. Overall, the study analyzes the benefits and shortcomings of the FS vs AP review assignment protocol, providing evidence that the FS condition can be multiply beneficial to students who engage in peer review activities.  相似文献   

13.
In this study, we examined how high-school students utilized a hypermedia learning environment (HLE) to acquire declarative knowledge of a historical topic, as well as historical thinking skills. In particular, we were interested in whether self-regulated learning (SRL; Winne & Hadwin, 1998; Zimmerman, 2000) processing was related to the acquisition of declarative knowledge and historical thinking. We found that, using the HLE, participants did learn from pretest to posttest, and that they most often engaged in strategy use SRL processes. However, the frequency of participant use of planning SRL processes, not strategy use, was predictive of learning. This study has implications for how educators use HLEs to foster historical thinking skills, and suggests that scaffolding planning skills may facilitate students’ use of computers as cognitive and metacognitive tools for learning (Azevedo, 2005; Lajoie, 2000).  相似文献   

14.
This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were assigned to either an experimental or control group. Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell. An analysis of pre- and post-unit scores on two standardized literacy test batteries revealed that the experimental students performed significantly better on one of the subtests, a measure of logical sentence construction (p = .002). Field notes and teacher interview data indicated that game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills.  相似文献   

15.
A novel instructional computer simulation that incorporates a dynamic analogy to represent Le Chatelier’s Principle was designed to investigate the contribution of this feature to students’ understanding. Two groups of 12th grade Chemistry students (n = 15) interacted with the computer simulation during the study. Both groups did the same pre-instructional and simulation activities except one of the groups interacted with the analogical example in the simulation and the other group was asked to recall an analogy that was presented in the form of text and pictures. A statistical analysis of the tests administered at the end of the study suggested that analogies that are dynamic, interactive, and integrated in a computer simulation may have a stronger effect on learning outcomes than analogies which are presented in the form of text and static pictures. The implication of this study for science educators is that dynamic computer-based analogies can enhance student learning of unobservable phenomena in science.  相似文献   

16.
Colleges offering 2-year diplomas to high-school graduates were among the forefront leaders in online learning however studies illustrating appropriate course construction for such student populations are scarce. Pharmacy Math (MATH16532) is a core course for students enrolled in the Practical Nursing (PN) and Pharmacy Technician (PT) programs at Sheridan Institute. PT and PN students enrolled in MATH16532 during their first term were surveyed to determine student attitudes and skills gained from participating in an online course. Students were then followed up during their second term studies to determine transferability of skills gained. Initially, students did not exhibit a positive attitude towards the online version of Math16532. Participation in the online version of MATH16532 however allowed students to enhance their written ability and critical appraisal skills, gain time management skills, and become independent learners. PT and PN students preferred an orientation session at the beginning of the course and a well organized, easy-to-navigate course. Even though considered as predominantly digital native students, both student groups remained anxious throughout the course regarding the online delivery and preferred a hybrid mode of delivery. Despite the initial resistance to an online math course, students indicated that they would retake the course again in an online format towards the end of the course and there appeared to be a trend to enrol in another online course. Several recommendations regarding the design and construct of online courses in a 2-year college program are provided to facilitate acceptance of online learning for students enrolled in such programs.  相似文献   

17.
Advances in e-learning technologies parallels a general increase in sophistication by computer users. The use of just one theory or model, such as the technology acceptance model, is no longer sufficient to study the intended use of e-learning systems. Rather, a combination of theories must be integrated in order to fully capture the complexity of e-learners, who are both system users and learners. The current research presents an integrated theoretical framework to study users’ acceptance of streaming media for e-learning. Three streams of research provide the basis for this integrated framework: the technology acceptance model, flow theory and media richness theory. Students enrolled in an online section of an information systems course used one of three different combinations of text, streamed audio and streamed video. Regression analysis was used to test the hypotheses in this field experiment. Perceived ease of use was a predictor of perceived usefulness; both the perceived usefulness and the attitude of the user were predictors of intention to use. Richer content-presentation types were positively correlated with higher concentration levels but showed mixed results when correlated with perceived usefulness. Results from this study have practical implications for those interested in integrating streaming media into e-learning.  相似文献   

18.
Adaptive e-learning materials can help teachers to educate heterogeneous student groups. This study provides empirical data about the way academic students differ in their learning when using adaptive e-learning materials. Ninety-four students participated in the study. We determined characteristics in a heterogeneous student group by collecting demographic data and measuring motivation and prior knowledge. We also measured the learning paths students followed and learning strategies they used when working with adaptive e-learning material in a molecular biology course. We then combined these data to study if and how student characteristics relate to the learning paths and strategies they used. We observed that students did follow different learning paths. Gender did not have an effect, but (mainly Dutch) BSc students differed from (international) MSc students in the intrinsic motivation they had and the learning paths and strategies they followed when using the adaptive e-learning material.  相似文献   

19.
In this paper, prediction markets are presented as an innovative pedagogical tool which can be used to create a Rich Environment for Active Learning (REAL). Prediction markets are designed to make forecasts about specific future events by using a market mechanism to aggregate the information held by a large group of traders about that event into a single value. Prediction markets can be used to create decision scenarios which are linked to real-world events. The advantages of this approach in the cognitive and affective domains of learning are examined. The unique ability of prediction markets to enable active learning in large group teaching environments is explored. Building on this theoretical work, a detailed case study is presented describing how a prediction market can be deployed as a pedagogical tool in practice. Empirical evidence is presented exploring the effect prediction market participation has on learners in the cognitive domain.  相似文献   

20.
Cooperative relationships are the foundation of a model of online learning based on communities. The development of a community depends on the interaction between community members. This study is based on the belief that the dynamics of exchange of thought, from a Piagetian perspective, are one possibility for understanding the process of interaction within a virtual community. The study therefore investigates the dynamics of conversations in discussion forums in order to lead to an understanding of the processes involved in the formation of virtual learning communities. The research path involved content analysis of messages, interaction mapping and an analysis of the relationship between them. The results indicate that there is a relationship between the texts of discussion forum messages and continuation of interpersonal exchanges.  相似文献   

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